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CREDITS

LEAD DESIGNER PROJECT MANAGEMENT OFFICE TEAM LEAD


Justin Talsma Błażżej Kubacki
Bła
SENIOR PROJECT MANAGER
OTHER DESIGN/DEVELOPMENT Gavin Dady
Dom Westerland PROJECT MANAGERS
WRITING Daniel Lade, Jamie MacKenzie Ben Maunder, Haralampos Tsakiris
Dom Westerland PROJECT MANAGEMENT ASSISTANT
EDITING Robert Hebblethwaite
Georgina Siddle OPERATIONS MANAGER
GRAPHIC DESIGN John Wilson
Christoph Langum FACTORY MANAGER
3D DESIGN Martin Jones
Ben De Bosdarti, Domingo Diaz SENIOR PRODUCTION OPERATIVES
ART DIRECTION Drew Cox, Warwick Voyzey
Jon Webb LEAD PRODUCTION OPERATIVE
COVER ARTIST Jake Pink, Miles Turner
Alexander Astor PRODUCTION OPERATIVES
PROOFREADING Thomas Bull, Rebecca Cartwright, Louis Hartley-Edwards, Jake Skinner-Guy,
Georgina Siddle Christopher Leigh
PROJECT MANAGEMENT ASSEMBLY TEAM
Ben Maunder Wendy Harris, Elaine Elizabeth Hughes, Michelle Richards
PRODUCTION MANAGEMENT TOOL MAKERS
Peter Grochulski Luke Gill, David Hextall, Anthony Morris
CUSTOMER SERVICE AND ACCOUNTS MANAGER
CHIEF CREATIVE OFFICER Lloyd Gyan
Chris Birch EVENTS MANAGER
CHIEF OPERATIONS OFFICER Gregoire Boisbelaud
Rita Birch COMMUNITY MANAGER
MANAGING DIRECTOR April Hill
Cameron Dicks TRANSLATIONS AND PUBLISHING MANAGER
HEAD OF BRAND Matt Timm
Samantha Webb DISTRIBUTION AND KEY ACCOUNTS MANAGER
HEAD OF CREATIVE SERVICES Gary Moore
Jon Webb SALES ACCOUNT MANAGER
HEAD OF DEVELOPMENT Matt Vann-Hinton
Sophie Williams MARKETING COORDINATOR
HEAD OF FINANCE Shaun Hocking
Luc Woolfenden MARKETING ASSISTANT
CREATIVE COORDINATOR Georgie Reeve
Kieran Street CUSTOMER SUPPORT REPRESENTATIVE
LOGISTICS AND PRODUCTION MANAGER Chris Dann
Peter Grochulski WEBSTORE MANAGER
LEAD ART DIRECTOR Apinya Ramakomud
Rocío Martín Pérez FINANCIAL ANALYST
ART DIRECTOR Valya Mkrtchyan
Ariel Orea ACCOUNTS PAYABLE MANAGER
STUDIO COORDINATOR Ofelya Mnatsakanyan
Rocío Martín Pérez ACCOUNTS RECEIVABLE SPECIALIST & FINANCE COORDINATOR
PHOTOGRAPHER Hollie Shepperson
Fátima Martín Pérez WITH THANKS TO
LEAD 3D DESIGNER The Bethesda design team: Michael Kochis, David Evans, Jessica Williams,
Jonny La Trobe-Lewis Alan Nanes, Matt Daniels,
Kurt Kuhlmann, Jon Paul Duvall,
SENIOR 3D DESIGNERS Jessica Daniels, Brent Keith,
Joana Abbott, Domingo Díaz Fermín, Chris ‘Chrispy’ Peacey and Emil Pagliarulo
SENIOR 3D PLASTICS DESIGNER
Colin Grayson MINIATURE PAINTING
3D DESIGNERS Castle Brush Studios
Ben de Bosdari, Sean Bullough TERRAIN
STUDIO PAINTER DeepcutStudio.com, Dreamspirit, Gamemat.eu, Julian Jeratsch, Tony Harwood,
UrbanMatz.com
Callum France
STUDIO TERRAIN DESIGNER
Julian Jeratsch
LEAD GRAPHIC DESIGNER
Michal E. Cross
GRAPHIC DESIGNERS
Stephanie Toro, Chris Webb, Mark Whittington, Leigh Woosey
AUDIO AND VIDEO PRODUCER
Steve Daldry
EDITOR
Bryce Johnston
GAMES DESIGNER
James Hewitt
COMMUNITY AND DESIGN ASSISTANT
Dom Westerland
SCHEDULING AND DESIGN ASSISTANT
Justin Talsma
2D20 DEVELOPER
Nathan Dowdell
RPG DESIGN ASSISTANTS
Andy Douthwaite, Jess Gibs

2 FALLOUT – A S T OUNDING LY AW E S O M E TA LE S , #2
CONTENTS
OH A HUNTING WE WILL GO
Story 4
Scenario Aim 4
Scenario Requirements 4
Scenario Rules 4
Battlefield Setup 6
AI Settings: AI Operators and Disciples 6
VTA Profiles, Faction, and AI Cards 7
The Disciples 11
The Pack 11
The Operators 11
AI Cards 11

Modiphius Entertainment Ltd.


39 Harwood Rd,
London SW6 4QP, United Kingdom
[email protected]
www.modiphius.net
Modiphius Entertainment
Product Number: MUH01900116
ISBN: 978-1-80281-093-6
© 2023 Bethesda Softworks LLC. FALLOUT and related logos are trademarks or registered
trademarks of ZeniMax Media Inc. or its affiliates in the U.S. and/or other countries. All Rights
Reserved. The Modiphius Entertainment logo is TM of Modiphius Entertainment. All rights reserved
to their respective owners. Any unauthorized use of copyrighted material is illegal. Any trademarked
names are used in a fictional manner; no infringement is intended. This is a work of fiction. Any
similarity with actual people and events, past or present, is purely coincidental and unintentional
except for those people and events described in an historical context
The underlying game systems and mechanics are copyright works © 2023 of Modiphius
Entertainment Ltd. All rights reserved. “Modiphius”®, “2d20”™ and the Modiphius logos are trade
marks or registered trade marks of Modiphius Entertainment Ltd.
Any trademarked names are used in a fictional manner; no infringement is intended. This is a
work of fiction. Any similarity with actual people and events, past or present, is purely coincidental
and unintentional except for those people and events described in an historical context. Any
unauthorised use of copyrighted material is illegal.

FAL L O U T – AS T O U N DI N G LY AWESOME TALES, # 2 3


FOWW SCP-034-111

OH A HUNTING WE WILL GO

MASON AND HIS DOGS GREET YOU IN THE ONLY WAY THEY KNOW HOW

STORY SCENARIO RULES


“Well isn’t this something, girls? The sun is shining, the rad counter In this scenario, use the following special rules:
ain’t ticking too loudly and if I ain’t mistaken, those are Gazelle
tracks! Let’s go get ourselves some dinner! How does that ol’ song go?” Pack
The player force is made up of the Pack’s leader, Mason and his two
trusty Hounds. The Pack benefit from the Raiders’ faction special
SCENARIO AIM rule and the Pack sub-faction special rule. You will find the Vault-Tec
Approved profiles, and faction ability for the Pack on page 10.
In this solo play scenario, the action focuses on a chance
encounter between The Pack, Operators, and Disciples. There’s Operators
a reason why the three gang leaders avoid each other, and any The Operators are an AI controlled force. The Operators benefit
meeting that doesn’t rouse their violent Gang Rivalry is rare! from the Raiders’ faction special rule and the Operators sub-faction
While no side will turn down the opportunity to neutralize the other, special rule. You will find the Vault-Tec Approved profiles, AI Cards,
the main goal here is delving into a Hiding Spot for some real fast and faction ability for the Operators on page 11.
food. Once a Gazelle has been spotted, the players must bring it
down and make off with its Carcass. Disciples
The Disciples are an AI controlled force. The Disciples benefit from
the Raiders’ faction special rule and the Disciples sub-faction special
SCENARIO REQUIREMENTS rule. You will find the Vault-Tec Approved profiles, AI Cards, and
faction ability for the Disciples on page 10.
To play this scenario you will need the following models.
Gang Rivalry
n Mason The rival gangs of Nuka-World are hardly known for being
n 2 Hounds friendly towards each other. Their Gang Rivalry always leads
n Nisha to rapid escalations of violence. The Operators and the
n Savoy Disciples are two opposing AI controlled forces that consider
n William each other to be enemy models.
n Maggs

4 FALLOUT – A S T OUNDING LY AW E S O M E TA LE S , #2
Hiding Spot Game Duration
The Hounds have a whiff of some Gazelles nearby, meaning it is 8 Rounds.
time to spook them out of their Hiding Spot. Each Investigation
Marker is a Hiding Spot. This scenario uses a mixture of Multiple Players
Investigation Markers to represent these. Some will be numbered on This scenario can be played in 2-player mode or with three players.
the underside, whereas others will be blank. A Hiding Spot cannot be Players can choose between playing Pack, Operators, or Disciples.
interacted with like a regular Investigation Marker. Any force not chosen by a player will be AI controlled. Players
building their own forces should use models totalling up to 300
A Hiding Spot is flipped when a model completes a Move Caps from their respective Nuka-World gang.
within Yellow distance. No roll or Action is required for this. If a
numbered Investigation Marker is revealed, a Gazelle has been The Caps amounts here are just suggestions. Do not feel like
found. The Investigation Marker is kept on the battlefield, face up. you need to hit these exactly - the story is more important than
If a blank Investigation Marker is revealed, that Hiding Spot was counting every single last Cap!
empty and the marker is discarded.

VICTORY CONDITIONS
Hounds can look at any Hiding Spot when they complete a
move within Red distance. The Investigation Marker is flipped End Round 8 with more Carcass Investigation Markers
over to check the underside, then placed face down again. No roll Major Victory
in your deployment zone than both other forces.
or Action is required for this.
End Round 8 with more Carcass Investigation Markers
Gazelle Minor Victory
in your deployment zone than one other force.
Once revealed, a numbered Investigation Marker is a Gazelle.
A Gazelle has the following stats:

 End Round 8 with the same number of Carcass
Draw Investigation Markers in your deployment zone as
:5 :1 :1 :2 both other forces.

End Round 8 with fewer Carcass Investigation Markers


A Gazelle may be targeted by weapon attacks. At the end of each Minor Loss
in your deployment zone than one other force.
round, each Gazelle will move. If there are multiple on the battlefield,
The Pack player determines the order each Gazelle is moved in.
End Round 8 with fewer Carcass Investigation Markers
Major Loss
in your deployment zone than both other forces.
A Gazelle moves Yellow distance directly away from the nearest
player or AI controlled model. A Gazelle cannot move into base
contact with a model. It will stop its move before it enters base
contact. A Gazelle can leave the battlefield by ending a move in
contact with a battlefield edge. 

When a Gazelle takes enough
damage to be removed from the battlefield, replace it with a
Searchable Token. It is now a Carcass.

Carcass
An Unengaged model in base contact with a Carcass may Interact
with the Carcass and place it on their unit card. If a model carrying
a Carcass is removed from the battlefield, spin or flip the Advantage
Marker and place the Carcass on the battlefield Orange distance
away from the removed model, in the direction indicated by the
Advantage Marker. Other models may Interact with this Carcass as a
Free Action. This will place that Carcass on their unit card. A model
can only have one Carcass on its unit card.

A model carrying a Carcass can drop them in their deployment zone.


If a model is in their deployment zone, they may Interact to remove a
Carcass from their unit card and place it in base contact. Any Carcass
placed in this way must be placed within the deployment zone.

AS STYLISH AS THEY ARE, EVEN THE OPERATORS


BOSSES HAVE TO HUNT.

FAL L O U T – AS T O U N DI N G LY AWESOME TALES, # 2 5


BATTLEFIELD SET-UP AI SETTINGS:
AI OPERATORS AND DISCIPLES FACTIONS
This scenario is played on a 3 foot x 3 foot (90cm x 90cm) table.
At the start of each AI model’s action, determine a model’s
1. Make a stack of the following Investigation Markers: current Objective by running down the list below and using the
3 blank, 4 numbered (see below). Shuffle them up and randomly first criteria that matches the model’s situation.
place them at the specified locations on the battlefield. Each
CRITERIA ACTION
Investigation Marker is a Hiding Spot.
n If a Hiding Spot has not been
2. Place Terrain on the battlefield. Try to avoid unobstructed lines flipped and there is no Gazelle Go To [Nearest Hiding Spot]
within Awareness.
of sight between the two deployment zones where possible.
3. Starting with whichever player last walked a dog, players If there is a Carcass on the
take turns placing 6 random non-blank, non-lettered Go To [Carcass]
battlefield within Awareness.
Searchable Markers randomly on the battlefield making
sure that they are at least Red distance away from each other or If there is a Carcass on the model’s
a deployment zone, and at least Orange distance away from any unit card and the model is in their Interact [Drop Carcass]
Hiding Spot or battlefield edge. deployment zone.
4. Players take turns deploying in their respective deployment
If there is a Carcass on the Move [Towards Own
zones.
model’s unit card. Deployment Zone]

If there is a Carcass on an Attack [Enemy Model


PACK DEPLOYMENT ZONE enemy model’s unit card. Holding Carcass]

If there is a Gazelle within


Attack [Gazelle]
Awareness.

If there is a an enemy model


Attack [Nearest Enemy Model]
on the battlefield.

OPERATORS DEPLOYMENT ZONE DISCIPLES DEPLOYMENT ZONE

THE DISCIPLES TAKE THE HIGH GROUND

6 FALLOUT – A S T OUNDING LY AW E S O M E TA LE S , #2
VTA PROFILES, FACTION, AND AI CARDS
VTA Profiles

SKILLS
MASON S tr 7
RAIDER, THE PACK P er 6
SPECIALTIES E nd 7
Energize: When this model is activated, gain two . C ha 4
When another friendly model within and LOS is activated they can discard one to I nt 4
gain

Discard all at the end of the round. A gi 6


Sic ‘Em: Gain +1 STR L uc 4
166 ARMOR
CAPS Pack Armour
3
AWARENESS ABILITIES GEAR Combat Shotgun 3
MOVE

QUICK ACTIONS 1
Weapon Type Short Range Long Range Damage Effects Crit

Combat Shotgun 2 4 SHORT


ONLY + 4

Weapon Type Short Range Long Range Damage Effects Crit

Improvised Weapon 1

SKILLS
HOUND S tr 4
RAIDER, THE PACK P er 7
SPECIALTIES E nd 6
Senses: Does not need LoS to a target to use Charge. C ha 3
I nt 3
A gi 5
L uc 2
79 ARMOR
CAPS 2
AWARENESS ABILITIES GEAR Dog Bite 2
MOVE

QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit

Dog Bite 2 2 + 2

FAL L O U T – AS T O U N DI N G LY AWESOME TALES, # 2 7


SKILLS
HOUND S tr 4
RAIDER, THE PACK P er 7
SPECIALTIES E nd 6
Senses: Does not need LoS to a target to use Charge. C ha 3
I nt 3
A gi 5
L uc 2
79 ARMOR
CAPS 2
AWARENESS ABILITIES GEAR Dog Bite 2
MOVE

QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit

Dog Bite 2 2 + 2

SKILLS
NISHA S tr 5
RAIDER, DISCIPLE P er 6
SPECIALTIES E nd 7
Hit and Run: May break engagement without causing a free attack. C ha 5
Evasive: -2 to hit at long range. I nt 7
A gi 7
L uc 3
177
CAPS
ARMOR
Disciples Light Armor,
3
AWARENESS ABILITIES GEAR Plasma Pistol, 3
MOVE

Disciples Blade,
QUICK ACTIONS x4 Fragmentation Grenade -
Weapon Type Short Range Long Range Damage Effects Crit

Plasma Pistol x 2 / 2 + 2
Weapon Type Short Range Long Range Damage Effects Crit

Disciples Blade 2 3 + 2
Weapon Type Short Range Long Range Damage Effects Crit

Fragmentation x 2 :
Grenade
1-2 3-4

8 FALLOUT – A S T OUNDING LY AW E S O M E TA LE S , #2
SKILLS
SAVOY
S tr 6
RAIDER, DISCIPLE
P er 6
SPECIALTIES E nd 6
Purpose: Resistant to C ha 4
I nt 6
A gi 5
L uc 2
143 ARMOR
CAPS Disciples Heavy Armor 4
AWARENESS ABILITIES GEAR Combat Shotgun, 4
MOVE

Disciples Blade
QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit

Combat Shotgun 2 4 SHORT


ONLY + 4

Weapon Type Short Range Long Range Damage Effects Crit

Disciples Blade 2 3 + 2

SKILLS
WILLIAM
S tr 5
RAIDER, OPERATOR P er 6
SPECIALTIES E nd 6
Look Out: If unengaged, may take weapon damage suffered by friendly model within C ha 5
and LoS (prior to armor roll) Once per round.
I nt 6
A gi 4
L uc 3
121 ARMOR
CAPS Heavy Operators Armor
4
AWARENESS ABILITIES GEAR Handmade Rifle, 5
MOVE

Improvised Weapon
QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit

Handmade Rifle 2 4 + 3
Weapon Type Short Range Long Range Damage Effects Crit

Improvised Weapon 1

FAL L O U T – AS T O U N DI N G LY AWESOME TALES, # 2 9


SKILLS
MAGS
S tr 5
RAIDER, OPERATOR
P er 6
SPECIALTIES E nd 7
Anticipate: Attacks + C ha 7
Breech: Short range shoot actions ignore one piece of cover. I nt 6
A gi 5
L uc 4
153 ARMOR
CAPS Operators Armor 3
AWARENESS ABILITIES GEAR Handmade Rifle, 4
MOVE

Improvised Weapon
QUICK ACTIONS -
Weapon Type Short Range Long Range Damage Effects Crit

Handmade Rifle 2 4 + 3
Weapon Type Short Range Long Range Damage Effects Crit

Improvised Weapon 1

Faction Rules

10 FALLOUT – A S T OUNDING LY AW E S O M E TA LE S , #2
THE DISCIPLES THE OPERATORS
Favoured Weapons Favoured Weapons
Automatic Handmade Rifle: Add to made with this Sniper Handmade Rifle: Add to made with this weapon.
weapon.
Persuasion Grenades: Add to made with this weapon.
Disciples Blade: Add to made with this weapon.
Faction Perk
Faction Perk Ace Operator: Model gains on all actions with a
Chosen Disciple: If this model eliminates an enemy model silenced weapon. This perk can only be used by an Operator model
with a action it immediately gains one Quick Action Point. (or Sole Survivor in an Operator force).
This Perk can only be used by an Disciples model (or Sole
Survivor in an Disciples force). (Sub) Faction Rules
Bullies: If there are two or more friendly Operator models within
(Sub) Faction Rules of each other they gain .
Don’t Get Caught: If a Disciples model eliminates an enemy
model while out of LoS of any other enemy model, they make Operator models cannot wear Power Armour.
an immediate .

Disciples cannot wear Power Armor. AI CARDS

THE PACK
Favoured Weapons
Automatic Handmade Rifle: Add to made with this
weapon.

Baseball Bat: Add to made with this weapon.

Faction Perk
Pack Alpha: Model gains +1 on all armor values. Model gains
on all combat actions. This Perk can only be used by a Pack
model (or Sole Survivor in a Pack force).

(Sub) Faction Rules


Pack Hunters: Pack model gains both and if they
complete a charge engaging an enemy model that is already engages
by another friendly Pack model. (The model does not have to only
pick one bonus dice for the next attack).

Pack Models cannot wear Power Armor.

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12 FALLOUT – A S T OUNDING LY AW E S O M E TA LE S , #2
TWO HEADS JUST MEANS EXTRA PROTEIN

FAL L O U T – AS T O U N DI N G LY AWESOME TALES, # 2 13

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